Cult update (#220)
* - tweak: Cult door not bump openable. * - tweak: Better summoning and Narsie * - tweak: Construct update. * - tweak: Eldrich blade fits in suit storage. * - tweak: More spell limit. * - fix: Fix pylon desc. * - tweak: Teleport works on cuffed targets. * - tweak: More popups if target is holy. * - fix: No rune drawing using fingers. * - tweak: Better pylon placement & less pylon healing range. * - tweak: More blood rites charge. * - fix: Fix max spell amount. * - tweak: Less cult door and wall health. * - fix: Constructs are dead IC. * - add: Revive rune now notifies player. * - add: Narsie summon rune eui. * - fix: Fix narsie summon sound not playing for reapers. * - tweak: Whatever. * - add: Conceal presence spell. * - tweak: Tweakz. * - add: Blood spear. * - add: Blood boil barrage. * - tweak: Artificer flies. * - tweak: Blood bolt color tweaks. * - tweak: Runic door is bump openable again. * - fix: Fix concealed door outline. * - add: Update concealable name and desc. * - tweak: Remove the unremoveable. * - tweak: Gift ignore. * - add: Organs regenerate on rejuvenate. * - tweak: Brainless cultist is fine. * - add: Added more fun. * - add: Add rune descriptions. * - fix: Fixes. * - tweak: Blood rites now uses verb. * - tweak: Bring it back.
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@@ -55,6 +55,13 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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SubscribeLocalEvent<RoundRestartCleanupEvent>(ClearUsedNames);
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SubscribeLocalEvent<ChangelingRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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SubscribeLocalEvent<ChangelingRoleComponent, GetBriefingEvent>(OnGetBriefing);
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}
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private void OnGetBriefing(Entity<ChangelingRoleComponent> ent, ref GetBriefingEvent args)
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{
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args.Append(Loc.GetString("changeling-role-briefing-short"));
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}
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protected override void ActiveTick(
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@@ -176,13 +183,6 @@ public sealed class ChangelingRuleSystem : GameRuleSystem<ChangelingRuleComponen
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PrototypeId = changelingRule.ChangelingPrototypeId
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}, mind);
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var briefing = Loc.GetString("changeling-role-briefing-short");
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = briefing
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}, mind, true);
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_roleSystem.MindPlaySound(mindId, changelingRule.GreetSoundNotification, mind);
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SendChangelingBriefing(mindId);
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changelingRule.ChangelingMinds.Add(mindId);
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